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Sengoku Basara: Samurai Heroes Review — A Hack-and-Slash That Knows Its Audience

Sengoku Basara: Samurai Heroes review — Capcom's 2010 hack and slash brings camp control, branching history and split-screen co-op to PS3 and Wii.

By mitch·5 min read
A samurai hero brandishes his sword amid a tumultuous battlefield.

Sengoku Basara: Samurai Heroes asks you to rewrite the history of 16th century Japan. Capcom shipped the game in July 2010 in Japan and worldwide that October, for the PlayStation 3 and Wii. It arrived as the third major installment in the Sengoku Basara series and only the second to get a worldwide release. The pitch is simple: pick a commander, wade into a crowded battlefield, and cut a path through hundreds of enemies until the map belongs to you. The result is a hack and slash game that knows exactly what it wants to be, and mostly gets there.

Trailer, via CapcomChannel.

Camps, Gate Captains, and a Map That Moves

The combat is built around scale. Samurai Heroes lets a single controlled character pull off superhuman feats of destruction against multiple foes, and the battles revolve around defeating large numbers of enemies. You are not dueling one rival at a time. You are clearing ground.

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Missions generally end by defeating “gate captains” and eventually a boss or mini-bosses. That is the spine of the game. But Capcom mixes up the objectives, and this is where Samurai Heroes separates itself from a straight brawler. Some stages ask you to guard a castle. Some ask you to destroy an enemy’s food reserves. Others hinge on taking control of camps, and then entire battlefields.

That strategic layer is the most interesting thing here. Forces fight for control of camps, and holding them changes how a battle flows. It is not deep strategy. It is enough to keep your eyes on the map instead of only on the enemy in front of you.

Every Character Fights Differently

The roster is the other half of the design. Each character has a distinct fighting style, and the spread matters. Some are built to hit a large number of enemies at once. Others focus on a few targets, which makes them excellent for killing boss characters.

Combos are easy to perform. That is a deliberate choice, not a flaw. Characters gain levels by completing stages, eventually unlocking skills or adding power to the ones they already have. Weapon acquisition and customization is an integral element of the game, so there is a reason to keep returning to stages beyond the next fight.

The difficulty names were changed for Western versions, and the change is worth flagging. Japanese Normal became Easy, and Japanese Hard became Normal. The point was to make the Western release harder. Unlike Devil Kings, that shift does not affect the EXP and spoils of war received after finishing stages.

Hero’s Story Rewrites the Sengoku

The headline mode is “Hero’s Story.” The player’s decisions impact history. Based on choices made during play, new drama unfolds: friends become enemies, enemies become friends, and a new Sengoku story takes shape.

This is a redesigned story mode, and it is the most ambitious idea in the package. You see the battle from the perspective of each military commander, with the stated goal of rewriting history to rule all of 16th century Japan. The supporting generals matter too. They make it easier to command and lead armies.

It does not always land. Branching stories live or die on whether the branches feel like consequences rather than switches. Here the shifts are broad and dramatic, which suits the material. This is a game about warlords, not a game about subtlety.

What You Get on PS3 and Wii

The feature set is straightforward for a 2010 release:

  • Single player
  • Multiplayer
  • Co-operative play
  • Split screen

Third-person perspective throughout. Action and historical themes. Hack and slash and beat ’em up combat, with adventure elements folded in. That is the full shape of the thing.

Split screen co-op is the mode that will decide how long this stays in your console for most players. The campaign is built for one commander’s story, but the combat is built for two people swinging at the same crowd.

The Roster, Playable and Not

Sengoku Basara: Samurai Heroes has a cast split between playable characters and non-playable ones. Characters marked as unplayable NPCs in the original game became playable in the expansion, Sengoku Basara 3 Utage. Takeda Shingen is a special case: he appeared only in cutscenes in the original.

Matsunaga Hisahide is the other notable case. He appeared in Sengoku Basara 2 Heroes as an NPC, and he makes his first playable appearance in Sengoku Basara 3 Utage. Starter characters in the main game and Samurai Heroes are marked separately from the rest of the roster.

This matters more than a roster note usually would. A hack and slash game lives on its character variety, and the gap between the launch roster and what Utage later added is the clearest sign of where Capcom saw room to grow.

Where It Stands

Sengoku Basara: Samurai Heroes is a good game with a clear identity and a few soft spots. The camp-control system and the alternate objectives give the combat a reason to exist beyond mashing through crowds. The branching Hero’s Story mode is the most memorable thing Capcom put in the box, even when the branches are blunt. The leveling, skills, and weapon customization give the whole thing a spine that holds up across repeated stages.

The weaknesses are just as clear. The strategy layer is shallow. Taking camps changes the flow of a battle, but it does not ask much of you. The character variety is real, yet the roster at launch leaves obvious room that the Utage expansion later filled. And the difficulty renaming for Western versions is a bandage, not a fix. Making Japanese Normal into Easy does not add depth; it just relabels the same fights.

Against its own series, this is the installment that finally brought Sengoku Basara to a worldwide audience, and it earned that. It is the second game in the series released worldwide, and it does the work of introducing the format without drowning newcomers in series history. Against the wider hack and slash field of 2010, it is a solid, sometimes clever, occasionally thin entry that knows its audience.

The part worth watching is the branching structure. Capcom built a story mode where your choices actually change who fights whom, and that idea is bigger than the game around it. If a future entry takes that seriously, the series has somewhere real to go.

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